1
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forked from 0ad/0ad
0ad/source/graphics/MiniPatch.h
wraitii 369c2e8801 Further header & precompiled cleanup, fix no-PCH builds.
GUIObjectBase is made a IGUIObject* to avoid including those headers
un-necessarily. Subsequent diffs ought to clean up the various of
pointers for that with a similar type with reference semantics.

Also:
- Add standard C and C++ headers (mostly cstring for memcpy, string and
vector) where needed.
- Swap out some includes for forward declarations
- Clean up un-necessary boost includes in precompiled and other headers.
- Clean up precompiled headers, including fewer things.
- Move ACPI to the windows-specific folder as it's included there only
and mostly specific to that platform.

Thanks Stan for the testing.

Differential Revision: https://code.wildfiregames.com/D3129
This was SVN commit r24352.
2020-12-09 14:39:14 +00:00

48 lines
1.3 KiB
C++

/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Definition of a single terrain tile
*/
#ifndef INCLUDED_MINIPATCH
#define INCLUDED_MINIPATCH
#include "lib/res/handle.h"
class CTerrainTextureEntry;
///////////////////////////////////////////////////////////////////////////////
// CMiniPatch: definition of a single terrain tile
class CMiniPatch
{
public:
// constructor
CMiniPatch();
// texture applied to tile
CTerrainTextureEntry* Tex;
// 'priority' of the texture - determines drawing order of terrain textures
int Priority;
CTerrainTextureEntry* GetTextureEntry() { return Tex; }
int GetPriority() { return Priority; }
};
#endif